float4x4 worldViewProjection : WorldViewProjection;

float shininess;
int skybox;

struct VertexShaderInput {
	float4 position : POSITION;
};

VertexShaderInput vertexShaderFunction(VertexShaderInput input) {
	VertexShaderInput output;
	output.position = mul(input.position, worldViewProjection);
	return output;
}

float4 pixelShaderFunction(VertexShaderInput input): COLOR{
	shininess = shininess / 1000;
	return float4(shininess, skybox, 0, 1);
}

  // #o3d VertexShaderEntryPoint vertexShaderFunction
  // #o3d PixelShaderEntryPoint pixelShaderFunction
  // #o3d MatrixLoadOrder RowMajor